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Found 172 results

  1. New Shield/Item stats Nimotopia: the island of Coqueline A new island is available to play, it offers several quests, a family of monsters, a dungeon, new items and Successes. This content is primarily intended for characters of level 180 and above. A boat located in the area of the rocky roads in [-28,-31] makes it possible to go to the island. Kolossium 1v1 An article by Devblog on this subject is available at this address: Click here A new dual mode (1 versus 1) is added to the ISK in an experimental version. This new game mode exploits the ratios of victories and class defeats to each other to improve the matchmaking system and propose balanced fights in which each character would have a 50% chance of winning regardless of the opposing classes. This is an experimental system. The rewards of ISK in duel mode are currently divided by 2 compared to those of the 3vs3 mode. These values could change depending on the average duration of the fighting in this mode of play. Shields The system of shield is modified in depth: Click here Shields can be used in all game modes (PVE and PVP). They no longer have equipment criteria based on points of honor. One or two handed weapon restrictions are removed (they can be used with any weapon). New effects on the final damage caused or sustained are added. These effects can be recovered via new runes by breaking shields. These runes can be used on other equipment than shields. They can be forged via the new Façomage trade. Incarnam Shield bonuses are modified (retroactive). Bonus of the Beginner's shield is modified (the modification is retroactive). PvP Resistance bonuses of the Draconic Shield are removed. PvP Resistance bonuses of the Champions shields are removed. PvP resistance bonuses of the 1001 Claw Shield are removed. PvP resistance bonuses of cosmetic shields available on the shop are removed. PvP resistance bonuses of event shields are removed. Old versions of these shields manufactured before the 2.41 update become broken versions (the shields are renamed, lose their prerequisites for equipment, can be used as cosmetic objects and have no more bonuses), versions manufactured after the installation 2.41 have new effects: Bouclier du Bûcheron Bouclier Volant Bouclier du Bouftou Bouclier en Mousse Bouclier de Bowisse Bouclier du Craqueleur Bouclier Abraknyde Bouclier Fi'Squale Kloume Bouclier du Bawbawe Derma Tho Bouclier Akwadala Bouclier de Sidimote Bouclier du Chouque Ftalmo Bouclier Aerdala Coupe de Dragokart Le Karde Coeur Bouclier d'Asse Bouclier Terrdala Bouclier en Slip Bouclier des Brigandins Bouclier du Sadida Bouclier Feudala Bouclier Ventaille Bouclier du Mont Kipou Bouclier Pandawa Bouclier Taverne Cadran d'Eau Cadran de Terre Cadran d'Air Cadran de Feu Bouclier du Captain Amakna First-generation broken shields can not be traded to the Bouwada NPC against second-generation broken shields. Kolossium Kolossium fighting is now available from level 20. The matchmaking system no longer creates teams that include duplicates of class in the solo queue (even after a long wait time). New restrictions are added to prevent players controlling multiple characters from joining the same team or two opposing teams when they register in the single row. Matchmaking system time management is changed: when a character has a high wait time, the matchmaking system will create fights with less restrictive quality criteria, even if this involves characters No waiting time. This change should limit unusually long wait times, but may occasionally reduce the quality of some fights for characters with usually low waiting times. Fatal blows are no longer played in Kolossium if they are disabled in the DOFUS client options. Quest tracking interface A new, moveable interface lets you track the progress of quests without having to regularly open the quest log. It displays the current goals of several quests and it is possible to choose which quests you want to follow. An article by Devblog to present this feature in more detail will be published soon. Balancing high-level weapons Following the disappearance of the two-handed weapon system, we are balancing some high-level weapons (these changes are retroactive): Sabres d'Atcham : AP cost changes to 6, Critical hit rate changes to 15% Hache du Chaloeil : Critical hit rate changes to 15% Dagues Erhy : Critical hit rate changes to 5% Marteau R'ture : Critical hit bonus changes to 20 Sceptre du roi joueur : Critical hit rate changes to 15% Arc Nécrotique : Critical hit rate changes to 15% Epouvante : Critical hit rate changes to 25% Baguette des égarés : Critical hit rate changes to 15%, Critical hit bonus changes to 8, Minimum range changes to 2 Bâthon : AP cost changes to 4, critical hit is removed Marteau Phossile : Critical hit rate changes to 15%, Critical hit bonus changes to 7 Marteau des Anciens Steamers : Critical hit bonus changes to 5 Arc de Koutoulou : AP cost changes to 4, Critical hit bonus changes to 10 Pyraguette : AP cost changes to 4, Critical hit is removed Epée du granduk : Critical hit rate changes to 25% Hache Euvale : AP cost changes to 5, Critical hit is removed Arc Honte : AP cost changes to 4, Critical hit is removed Rapière aux glyphes : Critical hit rate changes to 15%, Critical hit bonus changes to 10 Canne Harr : Critical hit rate changes to 20%, Critical hit bonus changes to 7 Pelle Vice : AP cost changes to 5, Critical hit rate changes to 5%, Critical hit bonus changes to 7 Masse Ossiale : Critical hit rate changes to 25% Bâton Beau : Critical hit rate changes to 25%, Critical hit bonus changes to 7 Pelle Fik : Critical hit rate changes to 35%, Critical hit bonus changes to 6 Epée Toche : AP cost changes to 5, Critical hit rate changes to 15% Arc Ahique : AP cost changes to 3, Critical hit is removed Marteau du Glouragan : Critical hit rate changes to 25% Hache Téroïde : Critical hit rate changes to 40%, Critical hit bonus changes to 7 Baguette Hique : Critical hit rate changes to 20%, Critical hit bonus changes to 6, Maximum range changes to 5 Marteau d'Henual : AP cost changes to 4 Hache Rot : Critical hit rate changes to 15%, Critical hit bonus changes to 20 Grésilosceptre : Critical hit rate changes to 25%, Critical hit bonus changes to 7 Pelle Emélaka : AP changes to 3, Critical hit is removed Bâton Champmanique : AP changes to 4 Pelle du Professeur Xa : AP cost changes to 3, Critical hit bonus changes to 3 Hache du Korriandre : AP changes to 3 Dagues Hirr : Critical hit bonus changes to 7 Bâton Brelle : Critical hit rate changes to 30%, Critical hit bonus changes to 7 Az'Tech : Critical hit bonus changes to 7 EpéeKari : AP cost changes to 5, Critical hit bonus changes to 15 Fighting A character in the Gravity state is no longer moved by the effects of symmetrical teleportation, temporal teleportation and space exchange. A status icon is added to indicate the Gravity status. All APs are usable after a loss of AP at the beginning of a turn (in some cases, especially against the monster Father Ver, the characters could not previously use all the AP available for their turn of play). Spells that have a range on the entire map can be launched again by targeting a fighter via the "Timeline". Several minor graphic problems during Feca spell animations are corrected. The appearance of the Pandawas is corrected when they wear a character Ouginak that passes in bestial form. In some cases successful Combat Challenges could temporarily be displayed as failed before the end of combat screen is displayed; This problem is corrected. The display of the shield points (around the central medallion) is improved. When the same state is repeatedly applied to the same target via the same spell, the state is withdrawn correctly at the end of the expected duration. In the interface of active effects on targets, the effects of the Sacrier punishments disappear correctly when they are no longer active. Xelor Ring Tilus: The range bonus of Teleportation is replaced by a reduction in its recall interval. Teleport: Range changes to 4. Temporal Paradox: The area of effect is now 3 boxes. Rewind: no longer applies Gravity to allies. Osamodas Gobball Fire Resistances changes to 35%. Sacrier Light Body Becomes Fury The 1 PM bonus is replaced by an increase in spell damage for 3 turns. Punishments: The functioning of the Punishments is modified. Their bonuses now increase with the turns: the longer a penalty is active, the higher its bonus. Up to a maximum of 3 turns. It is now no longer possible to launch several Punishments in the same turn. Punishment of the flayed becomes Bloody Punishment: The increase in damage suffered is eliminated. Increased damage now only affects spells. Now is needed to cast the Punish spell. The bonuses of the punishment evolve over the towers: First round: damage increase of 10% Second round: increased damage by 25% Starting from the third round: damage increase of 50% Punishment of the traveler becomes Swift Punishment: The penalty of Tacle is deleted. Deactivation of the line of sight of certain spells is deleted. Now is needed to cast the Transposition spell. The bonuses of the Punishment evolve over the towers: First round: 1 PM and 10% reduction in damage at a distance. Second round: 2 PM and reduction of damage suffered at a distance of 20%. Starting from the third round: 2 PM Intact state and reduced damage at a distance of 30%. Punishment of the survivor becomes Robust Punishment: Leakage Malus is removed. Vitality bonus is removed Now is needed to cast the Convalescence spell The bonuses of the Punishment evolve over the towers: First round: 10 Lock and reduce melee damage by 10%. Second round: 25 Lock and Melee damage reduced by 25%. Starting from the third round: 40 Lock and Melee damage reduced by 40% Flying Sword: Its operation is modified. Now there is only one flying sword, whose appearance and characteristics vary according to the active punishment. Swift Chest: +2 MP, can attack twice per turn (1 time per target) and is Intaclable. Blood Punishment: + 50% of final damage caused, causing damage in the area Robust Punishment: reduced damage suffered by 30%, benefits from 40 additional tackle The care of the Cutting spell now depends on the Intelligence and bonuses to the care of the flying sword and no longer the damage it causes. Punishment Requires bloodthirsty punishment. Apply gravity now in addition to damage. Transposition Requires swift punishment. No longer requires line of sight. Convalescence Requires robust punishment. The number of spins per turn changes to 1 at all levels of the spell. The penalty for damages is deleted. The gain of life changes to 6, 7, 8, 9, 10 and 12% at levels 1, 2, 3, 4, 5 and 6 of the spell if the caster has more than 50% of his life. The gain of life changes to 10, 12, 14, 16, 18 and 20% at levels 1, 2, 3, 4, 5 and 6 of the spell if the caster has less than 50% of his life. Sacrifice Range changes to 2, 2, 3, 3, 4 and 5 at levels 1, 2, 3, 4, 5 and 6 of the spell. The retry interval changes to 5, 4, 4, 3, 3 and 3 at levels 1, 2, 3, 4, 5 and 6 of the spell. The area of effect becomes a circle of 2 spaces at all levels of the spell. Increased damage is removed at all levels of the spell. Fulgurance Leakage Malus is removed. The damage bonus is removed. Sure Position Becomes Gain Water damage is replaced by Water Life Flight. Projection Water damage is replaced by Water Life Flight. Bloodbath The healing effect if the caster is under 50% of his life is removed. Ouginak Spear-thrower: Basic Powers of the Pug changes to 100, 120, 140, 160, 180 and 300 at levels 1, 2, 3, 4, 5, and 6 of the spell. The MPs of the Picket go to 4 at level 6 of the spell. The damage of the Pug is now tripled against invocations. Flair: Consumes only 1 level of Rage correctly. Interfaces The chat interface no longer moves abnormally when it is resized upwards by a few pixels. On the Minicard, the character position icon remains correctly visible after a map change. When an interface is closed, the mouse cursor is successfully reset if the cursor overlaps an interactive interface element. On the world map, the character position icon remains correctly visible after disabling the cue point display. The sorting of inventories by average price now works correctly. The contextual menu displayed when several characters occupy the same cell is updated correctly when one of the characters leaves the map. In the bestiary, the rates of obtaining the booty with the Idols are correctly calculated and displayed. The option to display the grid on the world map (in the options interface) is updated correctly when it is modified from the map (and vice versa). The average prices of items that do not yet have an average price are displayed correctly in the hotels of sale. In the inventory, when a blank object category appears while a category with enough objects to require a scroll bar was displayed before, the size of the scroll bar is properly updated. In the bestiary, clicking on the bestiary entry of the context menu of an object (obtained in booty on a monster) no longer closes the bestiary but correctly launches a search on this object. The spouse interface opens correctly after using the associated shortcut when a social interface is already open. In Inventory, when the Quick Devices tab is opened, the inventory is hidden rather than displayed in the background (old operation could be problematic with some transparent and custom interfaces themes). Breeding Worn-out items can no longer be exchanged with the Bobby NPC. We remove this possibility (introduced to give utility to worn-out rearing objects) because these objects can be recycled against nuggets since the introduction of the recycling system. Our objective is to increase the destruction of resources by reducing the generation of livestock objects by 20% (5 identical worn out objects could be exchanged for 1 new item). In the interfaces allowing the transfer of frames, double clicking on a frame to transfer it now leads to the selection of the next frame (and no longer results in the selection of the transferred frame in its destination inventory). Mass transfers of frames or certificates no longer cause disconnections. Massive and rapid consultation of mounts and certificates no longer lead to disconnections and temporary sanctions. Abandoned pens are no longer immediately put back on sale after abandoned pens have been released (the random delay before resale applies correctly). Achievements A new Achievement and a new ornament are created for the characters who reach the 16,000 Achievement points. Achievement rewards for achieving a character level no longer earns experience points. Professions The Snowdrop resource remains partially displayed after being harvested to signify to the player that a resource has been harvested. Maging A new "Façomage" craft is added, it allows to forge the shields to modify their effects. New forgemagic runes can be obtained by breaking shields. These runes can be used on all types of equipment. If an object is used in a forgemagic workshop and is part of a stack of identical objects, it is no longer removed when a forgemagic attempt fails. Guilds and alliances The coat of arms of guilds and alliances need not necessarily be unique to be valid. Houses A new home management interface is added to anticipate the merge of game servers (in some cases, accounts may have multiple homes on the same server after merging servers). This interface allows to manage the parameters of its houses remotely. It is accessible from the character sheet. A new interface allows you to select your home when using a home potion (if the account has more than one house after merging the servers). On the world map, houses shared with the guild are displayed again. Almanax The 4th of April offering is modified, it now asks to bring back the new version of the Gobball shield (and will not work with the broken version of the Gobball shield). Monsters King Nidas: The Incurable Challenge can no longer appear with this monster. The Chazinos initiative of the Hairy Heath and Stones of Elevation is increased so that they now play systematically before the characters of the players. The amount of resources obtained with the Chazino Chips is divided by 2. We reduce these rewards because the correction of the problem of reappearance of the Chazinos has greatly increased their availability. The Khepricorne Search Notice is correctly visible when the option to not display all monsters in a group is not enabled. The Krokille monster now plays an animation when he casts the Spirit of the Pack spell. Objects Akwadala, Aerdala, Terrdala and Feudala Shields are no longer part of these sets and the bonuses of these panoplies are modified accordingly (the bonuses provided by 8 equipped objects are now active when 7 objects of the set are equipped). The Godfather's Ring: the item is now linked to the account 62 days (instead of one year). Quests Adventurers who have completed the Miniature Adventure quest will be entrusted with a simple mission by Chalcas, the master of the Ouginak temple. At the end of various twists and turns, they will be able to learn a little more about the sibling sibling. And that's just the beginning… Unique quests are available on Nimotopia Island! To reach this new destination, go to the coast of the Cania Plains and answer the questions of Agathe Mainate. On the monsters of Frigost, the rate of obtaining the objects triggering quests is increased. The quest rewards and associated Achievements are reduced accordingly. It is now possible to pick up fresh Cawwots to validate the goal of the quest. It makes you loveable when the quest A draconian remedy is still in progress. Repeatable versions of special fighting quests from Primordial Dofus (available after quests are completed): Adventurers are now teleported to Meriana if they are defeated at the end of these fights. The quest log interface stores the last quest viewed at subsequent openings of the interface, even after the quest has been completed. Epic and Heroic Servers Prices in Kolossokens of items sold by the Glad Yator NPC in the building of Kolossium are divided by 2 (compared to the current values which were already divided by 2) in order to better correspond to the increased generation of monsters resources which these waiters benefit . Treasure hunts New indices are taken into account for treasure hunts: Phénix Ossements Pot en ossements Guirlande d'os Roulotte Statue Eniripsa Statue Pandawa Statue Roublard Statue Féca Statue Enutrof Statue Sadida Statue Iop Statue Osamodas Statue Ecaflip Statue Zobal Statue Steamer Statue Sram Statue Xélor Statue Sacrieur Statue Crâ Panneau avec une tête de mort Community channel International servers (which include several different communities) now have a community channel available in several languages. Only one community channel can be active at a time. This channel is shared by all the characters on the server that have activated this channel. This channel is subject to restrictions on sending messages indexed to the number of participants in the channel (the more players who use this channel, the more stringent the restrictions on the publication of messages). Various The houses abandoned and put back on sale on the first Tuesday of the month appear again as "soon put back on sale". Areas related to Sufokia Bay are displayed correctly on the world map. Adventurers leaving the larval dungeon are now in [-2, -5] (the former exit was in [-3, -7]). The NPC Doro L. Black retired and left the Temple of Xelor for good. Temporal Bloom must now be exchanged for Compensokens with the NPC Sorim Ait, next to the zaap of Amakna Castle at [3, -5]. The NPC Nevark the Hunter is now accessible outside the summer period. He established his quarters in the workshop of the hunters of Amakna, and returned to Vulkania during the summer. The problem of recycling bonuses that were not applied for certain resources in the Blop and Royal Blop dungeons is corrected. Following the return of certain players, various spelling corrections were made in the texts of the game. The widescreen display is enhanced in the Kickroach's Lair. Two objects of the Haven Bag Steamer are modified: a metal base is no longer considered as an object of type ground but as a piece of furniture, it is therefore no longer possible to stack decorations on top. A heap of gear is no longer stackable on a table. In the Haven Bag theme of casino, the object "big arrow" can no longer be placed on the furniture. Several interactions allowing to leave certain houses of the island of Otomai but not functioning correctly are corrected. Wide screen display of tournament maps is corrected. The display of the low resolution models of the Ouginak class characters is corrected. The position of the characters on the petsmount Skrot is improved. Clients connected to an international server can now enter Cyrillic characters when choosing the character name. Naming rules for characters are relaxed in preparation for merging game servers. The shortcut for the Wow attitude of the familiar Dauge works correctly.
  2. Shield Improvement In version 2.41, the shield system will be improved and new shields will be added to the game. Find out more here. We would like to improve the shield system for the following reasons: Shields are only useful for a minority of characters (they're of no use in PvE or in the Kolossium, for example). The conditions to equip them are based on an obsolete honor points system that is too often circumnavigated and leaves too much room for cheating and pre-arranged fights. Shields are considered large cosmetic customization elements, but they can't be used with two-handed weapons. We decided to completely review the way shields work in the next update to resolve these problems. Intentions Here are our main intentions for the new shield system: Usefulness for all characters: shields will give bonuses that will be useful in all types of combat (PvP and PvE). Significant impact on playing style: shields will have new effects that might have a big impact on the way a character is played. Choice mechanic: shields that will benefit from large bonuses will also have penalties to encourage players to make decisive choices when selecting a shield. Optimal accessibility: only a level criteria applies to use a shield and all characters can use them regardless of the type of weapon they have equipped. Destruction of resources: shields must allow you to consume monster, boss and kolossoken resources. Interactions with smithmagic: it must be possible to modify shields through smithmagic and generate runes. New effects and decisive choices Shields will be equipment like none other. They will benefit from the classic effects (those you'll find on the current equipment), and they will have new effects which: Increase damage dealt (in percentages) in melee/from a distance/by weapons/by spells. Reduce damage suffered (in percentages) in melee/from a distance/by weapons/by spells. These significant effects usually come with penalties, via effects which: Increase damage suffered (in percentages) in melee/from a distance/by weapons/by spells. Reduce damage dealt (in percentages) in melee/from a distance/by weapons/by spells. Classic effects will still feature on shields in smaller quantities than other equipment, but the impact of the new damage dealt or received effects will make a huge difference to the characters' efficiencies. We link these new effects to penalties to reinforce the notion of choice and help characters choose more efficient specializations. These new effects will be exclusive to shields at first, but may eventually be used (with weaker values and not necessarily with penalties) on other future game items. Hands Free The notion of a 1 or 2-handed weapon will disappear in version 2.41, which means that you'll be able to combine a shield with any weapon in the game. We want all characters to be able to equip shields without having to worry about which weapon to use. Some weapon balancing will be integrated in version 2.41. Crafting Shields will still be crafted by Artificers. Recipes will include Boss essences, Kolossium pebbles, monster resources and harvestable resources. Transition Between Old and New Shields The shields' effects, power and recipes are going to be completely changed and we can't convert all the old shields into new shields. The PvP specific resistance effects will be removed from the game because they will be replaced by different effects that work in all game modes. Here's what we've planned: Old broken shields: they can no longer be exchanged for other shields when talking to the Bouwada NPC. They can be equipped, but not crafted, and they can still be used with Mimisymbics. They will lose their PvP resistances. Examples: Swallowed Akwadala Shield, Horned Kloome. Shields made in game: they will be renamed and you will still be able to equip them, but not craft them. They can be used with Mimisymbics. They will lose their PvP resistances. Examples: Asse Shield, Mount Stinkky Shield. Cosmetic shields (shop): these shields will lose their PvP resistance effects (if they have any), but you'll still be able to equip them and use them as cosmetic items. Examples: Solaris Shield, Chisp Shield. Cosmetic shields (events: there are no changes to these shields. They don't currently have any effects and are purely cosmetic. Examples: Kimbo Shield, Dramak Shield. Tournament shields: these shields will lose their PvP resistance and will once again become purely cosmetic shields. Example: 646 Champion Shield. The thirty or so shields that you can currently craft in game will be reused to create the new shields (we will generally keep the names and visuals of the shields) with different levels, effects and recipes. Around twenty new shields will also be added to the game for some extra diversity. We advise you to recycle shields (made before update 2.41) to get nuggets before the release of update 2.41 (they won't be able to generate nuggets after this update because it will no longer be possible to craft them). Rune Destruction, Smithmagic and Generation In order to ensure the durability of shield crafting, you will be able to smithmage them to modify their effects, and it will also be possible to shatter them to generate classic Smithmagic Runes. The new shield-specific effects will allow you to generate new types of Smithmagic Runes and can therefore be used with all equipment through exotic smithmagic! The shields' low number of effects will primarily make smithmaging these items even easier (especially with the addition of exotic bonuses), but players will be encouraged to own several shields so they can easily adapt to different fight environments. This means you'll need to add exotic bonuses to several shields. Q & A Are you planning any alternative rewards for alignment PvP? We would like to concentrate on 1v1 PvP in the Kolossium's new 1v1 system, which will offer more balanced fights with kolossokens as rewards and experience for all characters, regardless of their level and their efficiency. Therefore, we're not planning on introducing alternative rewards for alignment PvP, which has more issues than you can shake a stick at, as far as we're concerned (an overwhelming amount of cheating, pre-arranged fights, very unbalanced fights, etc.). Why keep the old versions of the shields, which get in the way when consulting the Marketplaces? We have to keep the old shields in their category so they can continue to be used with the Mimisymbics. We are aware that keeping these old shields poses readability problems in game, but we would still like for you to be able to use these shields for cosmetic purposes. Will the shields make the characters more powerful? Generally speaking, the shields are going to make characters a bit more powerful. Most of all, though, it will allow characters to be better specialized because the biggest bonuses on the shields will have penalties. It will be easier to minimize the shields' penalties in PvE than PvP (monsters can't change shield and try to specifically counter your choices), which should make some of the PvE content more simple. This modification does not, however, replace the reduced difficulty of "end game" content that we are planning in 2017. Will the shields' new effects be taken into account when previewing damage? We're going to work on the damage previews to try and take into account all the new effects added by the shields. Are you planning to add new shields after update 2.41? With the new shield system a large variety of shields can be introduced. We would, therefore, like to add new ones after update 2.41.
  3. These are only the goals/ideas and they might and will probably change. Release is planned for next year. The name might change. Live feed of Dofus 3.0 news from the conference. Core Game The production has started 1 month ago. It is still being worked on to not be as childish as some people say. January, February or April, the release of a demo showing the game. The lore is related to Wakfu Season 3, takes place several decades after Dofus 2. Dofus 3 will be made by a new team of developers, Dofus 2 and Dofus Touch will still exist with the same team of developers. Change in payment model, will follow something like Dofus Touch. (F2P) Will be playable on several devices, PC, Mac, tablet, mobile, servers will be the same. The game will be focused on combat, combat will be similar to Final Fantasy Tactics. PvM and PvP will be separated/balanced, will let players advance in either one. Most content will be level based, adapting to the character's level. Fewer servers, rather the populated areas (like the Haven Dimensions, Dungeons, maybe even the whole world if there are a lot of players) will be managed by instances (like Incarnam in Dofus 2). Creation of "bots" in-game to farm resources, craft, etc. for the player (no fighting bots). Separate the Drops from Professions. Exchanging between players will be limited to some daily quota or between guild members. Hero System from Wakfu will exist (multi accounting with 1 character, like Sidekicks), multi accounting will be the base of Dofus 3. Esports. Objectives: Characters Unique characters, will have lots of customization for role players (even height). Characters will have lots of spells, but they will need to choose which ones they want to fight with (spell decks, something similar to the upcoming Spell Variants in Dofus 2). Characters will change appearance depending on which spells they use. Unsure about the groups of characters yet, thinking about 6, 8, or even more. Two more elements are added, Light and Dark. Iop visuals: Iop transformation to the Dark element with certain spells: Different types of Iop, depending on the spells used: Research on different templates of the characters, especially the customization aspect: The World Regular maps and the maps the character fights in will be different (not fixed maps, but random maps). Haven Bag dimension where players will start the game in, they will have houses to evolve and a zaap. Haven Bag Dimension: Haven Bag evolutions: Reduction of the size of the world, but an increase in Dungeons, each area will have one of the 6 bosses. Reduction of the size of the combat maps. Before entering a Dungeon, an estimated time of doing it will be shown. +-6 Mini-Dungeons per area, they will have 1 room, completing all Dungeons will yield a key to the normal Dungeon with 5 rooms, where one of the 6 end game bosses will be present, depending on the area. The maps will be interactive (items to break, traps). Areas of the game: Mini-Dungeons: 6 end game bosses to fight: Monsters: Human Arachnee Tower Dungeon: Dungeon visuals: Combat in the Dungeon: Something: Visuals Visual preference is minimalism and animations, rather than a static world. Some visuals: Bonta: Combat: Tot: Some new artwork as seen in the Letter to the Community:
  4. You’ve been waiting several weeks now, and it’s finally here: the DOFUS CUP is gonna spice up your evenings from March 11th until April 2nd! Are you ready to experience a Dantesque month of March? From March 11th until April 2nd, 2017 winning the DOFUS Cup will become the sole objective of hundreds of warriors; with the clatter of sword on steel, the roaring of the crowd and dizzying fights, don’t expect any peace and quiet in the World of Twelve! A maximum of 1,500 teams comprised of 3 players per team will battle it out for 1 month to find the ultimate champions who will take home a cash jackpot of €3,000! Who will emerge victorious in the competition? Who are the three players who will go down in history and take home the DOFUS CUP? Could it be you? How to take part: To register for the tournament, you will need a team that includes 3 different players, including one character of level 150 or higher. But be careful, the composition of your team must respect the following criteria: It cannot contain more than one class from the list below: Osamodas Sacrier Xelor Eniripsa Feca The following class pairings are forbidden: Sadida/Osamodas Masqueraider/Osamodas Masqueraider/Xelor Masqueraider/Sacrier Ecaflip/Feca Enutrof/Xelor Enutrof/Sacrier Enutrof/Eliotrope Enutrof/Osamodas Playing an Ouginak during the tournament will be forbidden. Your level and your character’s equipment at registration are not definite: the tournament will be held on a special server where all characters will start on an equal footing with the same advantages: Level 200 All level 6 spells Basic characteristics of 100 in addition to 995 characteristic points to be assigned as you choose. A bank containing nearly all of the equipment available above level 160. So please register, even if you’re not an expert: you have the same chance of winning as everyone else! Important Note If you want to change the class of a character that is participating in the tournament, you have until 11:59 PM (Paris time) on Sunday, February 26, 2017. Registered characters who change their class after this date will be disqualified from the tournament. Registered characters are also prohibited from transfering servers on Tuesday, March 7th, 2017 upon pain of disqualification. Dates to remember Thursday, March 2: registration opens Tuesday, March 7: registration closes From March 11 to 26: qualification stages Saturday, March 11: rounds 1, 2 and 3 Sunday, March 12: rounds 3, 4 and 5 Saturday, March 18: rounds 7, 8 and 9 Sunday, March 19: rounds 10, 11 and 12 Saturday, March 25: rounds 13, 14 and 15 Sunday, March 26: rounds 16, 17 and 18 From March 27 to April 2: final stages Monday, March 27: the sweet sixteen Tuesday, March 28: the elite eight Wednesday, March 29: the quarter-finals Thursday and Friday March 30 and 31: the semi-finals Sunday, April 2: the final The tournament format The qualification stages will be played based on the Swiss system: this is a system we’ve been using for many years now and has already proven its worth. The final stages will be played in competitions of two match wins (B03*), except for the final, which will be played as a 3 match win (B05*). That’s right, to win first place in a tournament you have to work hard! *BO3: In this format, a team must win two matches to be declared the winner. The results of a BO3 could be 2-0 or 2-1. *BO5: In this format, a team must win three matches to be declared the winner. The results of a BO5 could be 3-0, 3-1 or 3-2. During the final stages, the team composition restrictions will no longer apply. Each team can change its composition before each match in a draft stage. This stage will proceed according to the following schema: A forbids a class B forbids a class A chooses a class B chooses a class B forbids a class A forbids a class B chooses a class A chooses a class A forbids a class B forbids a class A chooses a class B chooses a class When a class is forbidden, none of the two teams can choose it or forbid it again. When a class is chosen by the two teams, the other can no longer forbid it or choose it again. The map where the combat will take place will be known prior to the draft stage, so it is possible to plan your team composition to suit the location and your attack strategy. The full tournament rules will be provided before registration opens. Until then, tell all your friends and start preparing your teams! Think you’re the best PvP players right now? Come and prove it by winning the DOFUS Cup!
  5. In the December update we will give you the possibility to go beyond level 200 by earning Prestige levels. These levels will allow you to unlock new spells dedicated to each class, which we call variants. Objectives The spell variants system has the following main objectives: Offer new spells for each class: We would like to create more variety and versatility in the classes so that some of the secondary roles can evolve into primary roles for example. We would also like to create more variety in the pertinent elemental branches for all of the classes. To allow characters in the same class to distinguish themselves, to create original “builds” and add a significant degree of choice (the mechanism of a spell “deck”). At present, the system’s unlimited spell points don’t make it possible to have an element of choice concerning spells, since all of the characters in the same class have access to the full range of its spells during combat. With the spell choice system, we increase the overall versatility of the classes, while obliging players to select spells between battles (not all of the spells can be used in the same battle). Giving players additional tools to help them adapt to the game’s difficulty. We want to make a wider variety of class builds possible and allow players to partially modify the capacities of a class to meet their requirements (specific Boss, quest battle, etc.). For example, we want certain classes to be able to increase their protection capacities to the detriment of damage inflicted, if their group lacks sufficient protection. To make the game more accessible to new players while also making it richer for experienced players. The variants will ultimately allow us to unlock the first spells for the simplest characters while simultaneously allowing us to offer spells with more tactical depth beyond level 200. How it Works Each “class spell” will eventually possess a variant (in the December update only the first 6 class spells will possess a variant). We plan for all spells to have a variant before the end of 2017. The spell variants are unlocked starting at level 200 (one new variant per Prestige level). The player must choose between the basic spell and its variant (the player cannot use a spell and its variant in the same battle). Some variants are simple spell variations but they can have a substantial impact (altering the range, AP cost, effect zone, etc.) while others may have radically different effects and introduce new game mechanics to the class. Removal of Spell Levels The idea of levels (or grades) for spells has been removed. Spells now evolve automatically based on the level of the character. We removed the concept of spell levels and spell points to be invested because this mechanism added unnecessary complexity without adding any richness to the game (it did not allow the player to make genuine choices because all of the spells could reach level 6). Additional spell points (obtained via spell scrolls) owned by characters will be automatically converted into Kolossokens when the update is released. The removal of spell scrolls (no longer obtained from the NPC but converted into Kolossokens) could lead to a decrease in the destruction of Kolossokens and hence lower their value. We will continue working on increasing the destruction of Kolossokens (to increase their value) but we will not be able to provide any significant modifications in time for the December update. However, a new surprise reward will be available in December in exchange for an exorbitant amount of Kolossokens! Flexibility The player can change their spell variants between each battle. By allowing great flexibility in the choice of variants, we want to encourage you to devise new, dedicated tactics for each battle. Ever had problems because your character doesn’t have enough positioning or protection skills to win a fight in a high-level quest? By picking certain spell variants you are given the possibility of making a “build” specifically tailored to a difficult fight. Common Spells Common spells (Spark, Release, etc.) will not have any variants. These do not have spell levels and evolve automatically (like class spells). In the long run, we would like to change the way they work. We haven’t added any new common spells for several years because they create big problems in terms of balancing since they give common abilities to all of the classes and are devoid of choice (each additional common spell can be used in combination with all the other existing spells). Ideally, we would like to add many more common spells, on condition that they introduce a genuine element of choice (for example, thirty or so common spells available but a maximum of 3 can be selected per combat). However, we would like to focus on adding new spell variants in 2017 before we look at changing the system of common spells. Tournaments and Competitive PvP To possess all of the spell variants for a class, a player will have to take their character past level 200. We realize that this additional progression phase might be seen as one more obstacle to attaining a very high-level, competitive PvP. This is why we are also paying careful attention to the amount of experience required to enter the Prestige levels. We don’t want it to take an unusually long time to obtain all of the spells for a class. We will make sure that battles in the Kolossium at a very high level allow you to earn enough experience to unlock Prestige levels in a reasonable fashion. Q & A Will it be possible to save several variant choices (as we do for custom sets)? We know that this sort of system will become more and more important as we continue to add new spell variants. We would like to see how the system works first so that we can determine the best way of saving your spell variant choices. How can a player prepare a tactical PvP response if we don’t know which variants our opponent will use beforehand? This is an issue that we are aware of and we will continue to work on this problem. Isn’t there a risk that the classes lose their identity with the addition of these new variants and become too flexible? We will make sure that the new variants reinforce the minor or secondary roles that are already present in the classes. In some cases the variants could lead to new roles, but we will work to ensure that the identity of the class is preserved. Will spells have more than one variant? Based on your feedback, we could envisage the introduction of a second variant for each spell class.
  6. The Ouginak Class A new class is available in the game (no restrictions). The Ouginak Class is particularly effective at inflicting substantial damage in close range combat and has the ability to transform in combat to increase the effectiveness of certain abilities. The Ouginak Class temple is located on Ohwymi island. A boat takes you there quickly from the continent of Amakna. A devblog article presenting this class is available at the following address: http://www.dofus.com/en/mmorpg/news/devblog/tickets/631762-ouginaks-101 The Revaluation of Dofus Click here. Dynamic Positions During the Preparation Phase of a Fight The positioning of allies and enemies in combat outside dungeons are now refreshed between each successful fight on a map. The new system still offers 12 positions per team and randomly generates positions at short, medium and long distance to serve a wide range of tactical approaches. We have changed this system to provide more variety in fights outside dungeons and to limit the use of certain techniques that we considered too efficient (e.g. optimized for certain class, idol and map combinations only). Our objective is to encourage players to seek the optimal combinations of monster groups and combat positions, but in a way that requires you to explore the zone and adapt to the context of the map to maximize wins. The positioning can now be viewed out of the fight by using the new button for this purpose (reached via a shortcut). Combat The gauge showing time elapsed in a fight has been improved: in the update it is more fluid and the gauge empties gradually in accordance with the time remaining. A new option allows you to completely deactivate the display of fatal blows in combat. The character class has been added to the tooltips and the information sheet when hovering over a character. This can be hidden by changing the fight options. In spectator mode, the interface buttons are now displayed above information for a hovered-over entity. This avoids conflicts with the function to automatically display information about the entity who’s turn it is. When a summoner kills their summons while it has effects applied to a target, the duration is correctly updated at the start of the next character’s turn. The preview for Blood Bath spell healing now works correctly. In the fight log, spell effects than can hit several targets are now calculated correctly. In the fight log, Lazybeam spell damage for the Spectral Scout incarnation is now calculated correctly. Damage bonuses with an activation delay (e.g. Cyclic Power dimensional modifier) are correctly calculated in the damage preview. Invisible entities are now correctly treated as obstacles in the potential movements preview for allies. In spectator mode, the appearance of transformed characters is correctly refreshed in the interface showing information for a moused-over target. Spells that modify their own recast interval cannot be recast in certain cases before their recast interval has expired. When a character returns to a fight, the counter for the number of fights fought now increases as it should, regardless of the method used to join the fight again. This fix avoids situations in which some non-subscribed accounts managed to have an unusually high number of fights. When creature mode is activated, Sram’s Double now has the correct summoning appearance as soon as he is summoned. Closing the end-of-fight interface now correctly deactivates the display of tooltips for mouse-over items. The Challenges interface is no longer interactive, arrows indicating important elements (monster, character or square) now function when mousing over a Challenge. The Timeline folds and unfolds correctly when using a shortcut to display or hide all the interfaces on the edge of the screen. Casting the same spell several times very quickly while targeting an icon on the Timeline no longer causes you to disconnect. The end-of-fight interface is displayed correctly when there are more than 16 fighters. In the end-of-fight interface, items won that are not directly visible are correctly displayed using the “+” button mouseover and a sword is displayed next to the name of the character who started the fight. When casting a spell results in the casting of a second spell, the animations for both spell are now played in chronological order. Kolossium Interface management for spectators has been improved. This interface should now open more quickly and without causing long lags in maps containing a very large number of fights (e.g. in the Kolossium building). Tooltips in the Kolossium interface are hidden correctly when the interface is closed via a shortcut. Interfaces The 2 billion kama limit for inventories (character inventory, bank, house chests, Haven Bag chest, etc.) has been increased to 1,000 billion kama. In the chat interface, the text no longer scrolls automatically when text is selected and new messages are received. Removing an item from an inventory while the inventory scroll bar is positioned at the bottom no longer moves the position of the scroll bar. The item tooltips and chat interface messages are displayed correctly after the client cache has been emptied or the font size changed without restarting the DOFUS client. The grid displayed on the mini map remains displayed correctly when the character enters a divine dimension or Incarnam. The zoom level and world map position are now saved between sessions for each of the characters in an account. The zone for resizing interfaces has been reduced to make it easier to use interface elements (these were sometimes hidden by the resizing zone). In the Bestiary interface, monster health points over 5 figures long are no longer truncated and monster elemental resistance is now displayed correctly as a resistance percentage (and not a fixed resistance). The tooltips displayed when hovering over characters no longer show unusually large empty spaces between the names of characters and guild and alliance emblems. The NPC Hal Ions is correctly displayed in his exchange interface. The world map tooltips are no longer incorrectly displayed after using a teleporting potion via a keyboard shortcut. In the ornaments interface, ornaments are now correctly grayed out when the PvP alignment mode is activated. In the spells interface, the contextual menu to change the spell level only displays the levels of spells that are available now. In the character selection interface, the character level selected is correctly displayed when the font size for small screens is activated. In the Level Up interface, the character is correctly displayed when transformed by an Incarnation. In the Bestiary interface, the monster presence zones are correctly displayed on the Labyrinth of the Minotoror and Dragon Pig maps. In the identification interface, the Caps Lock activation tooltips are displayed correctly when the font size for small screens is activated. In the main menu, the scroll-down list to change character is displayed correctly when the characters’ names contain a large number of characters. In the chat interface, forbidden words followed by a punctuation mark are correctly censored. In the chat interface after creating a screenshot, the tab containing the message to indicate that there is a new screenshot is now highlighted correctly. The icons for restricted mode and non-subscriber mode are correctly displayed when they are both visible at the same time. Resizing the chat interface should no longer reduce the size of the text entry field as it did in certain cases. The performance of the chat interface has been improved. In the Streaming version, the main menu buttons are correctly positioned. It is now possible to unequip a costume from the shortcut bar. Sending incorrectly formatted messages in the chat interface no longer causes a disconnection. In the Zaaps interface, removing the favorite skill for a Zaap no longer removes this skill from all Zaaps. In the Zaaps interface, adding or deleting a favorite skill for the current Zaap correctly changes the star displayed in the interface title. In the Zaapis interface, adding or deleting a favorite skill for a Zaapi now works correctly when another identical Zaapi is used for several destinations (e.g. Library and Bonta Documents Marketplace). The tooltips are no longer overlapping in the interface to track a KOTH in AvA mode. In the interface to create a character, if no color has been modified by the player, the default colors are correctly applied after a change of sex or class. In the options, deactivating the option to optimize text for small screens now works correctly. In English, in the interface to create community challenges, the abbreviation for the word “day” is correctly translated. When the chat interface has a customized size, pressing the button “+” increases it to the maximum size and pressing the button “-” reduces it to the minimum size. In the shortcuts bar, it is now possible to equip and unequip a costume by double clicking on it. In the inventory, the number of kamas owned is displayed correctly, even when there are more than a billion kamas and the font is optimized for small screens. The color of gauges in interfaces has been changed to be consistent with the customized gauges displayed in the lower banner. In the lower banner, the tooltips text shown when hovering over customized gauges has been improved. Buttons displayed in confirmation windows with 3 buttons are correctly positioned. The Idols, social, alignment, Kolossium, mount and spouse interfaces now have an icon displayed on the top left of their title bar. In the chat interface, two new entries have been added to the menu to show the main shortcuts and usable commands. Merchant modes In shops belonging to characters, in merchant mode, it is now possible to go directly to the next shops or the previous shops on a map (using two new buttons added to the interface) without having to close the interface and click on another character in merchant mode. Guilds and alliances It is now possible to invite a guild to join an alliance that has just been created. It is no longer possible to place Perceptor in the Kickroach's Lair zone. The Huppermage and Ouginak class emblems are available in the list of guild emblem designs. In the character sheet, clicking on an empty guild or alliance slot correctly opens the corresponding Fellow Pages even if another Fellow Pages is already open. Professions Moving the camera or zooming no longer interrupts the processing of the queue of actions when collecting resources. In the professions interface, the referencing options are now displayed in a special tab. In the book that lists crafters, the list refreshes correctly when there are no crafters registered for the selected profession. In normal and co-op crafting, the close button on the central interface block has been removed. Mounts and breeding Seemyools that have reached the maximum number of matings are displayed correctly when the sterile mounts filter is activated. The bulk transfer of mounts to the paddock has been optimized. It is now possible to delete a mount certificate without having to close the interface for paddock management by using the “Release this mount” button. In the breeding interface, if the mount selected is a certificate, the buttons in the information sheet to feed and castrate are deactivated. In the entry field of the interface to feed mounts, pets and living items, you can no longer enter a quantity higher than the number of items owned. The tooltips displayed in the paddock interface have been standardized. The contextual menus used in the paddock interface have been standardized. In the mount information for a mount in certificate form, the button to castrate is now unavailable as it should be. Items The reselling price of the following items to NPCs has been reduced: Prespic Ring, Prespic Belt, Prespic Cloak, Prespwig, Gobball Belt, Mos Kitano, Boar Hooves, Moskito Amulet, Boar Ring, Turkohat, Small Moskito Schoolbag, Moskabuto. Non-submersible cloaks and hats are no longer displayed when the character is under water; the default diving helmet is displayed correctly. Sidekicks Sidekick health points are now indexed on the character’s health point percentage at the end of the positioning phase. We made this change so that the characters with a sidekick cannot start their fights without getting back a sufficient amount of health points first. Soul Stones Soul stones full of monsters, archmonsters and dungeon guards can now be recycled and generate nuggets. The “An Eternal Harvest” quest no longer gives soul stones, except for the one to capture the soul of Giant Kralove. We made this change because a substantial amount of the game’s soul stones came from this quest and we wanted to reset the value of soul stones made by players. When a monster is no longer available in the game permanently, the soul stones containing it are deleted from the marketplaces and character inventories. Classes Huppermage Journey: the loss of MP can no longer be un-bewitched and no longer applies to allies. Osamodas Fossil: The Vitality bonus on allies has been replaced by a reduction bonus of 15% for damage suffered. The duration of the effects on allies is now 2 turns. Duster: the way this spell works has changed, it now causes Air damage that is increased for each Tofu present on the battlefield. Black Tofu and Podgy Tofu: the recast interval for the Tofu Transposition spell is now shared between all the Tofus. The range is now 5. Black Wyrmling and Red Wyrmling: The recast interval for the Dragoheal spell is now shared between all the Wyrmlings. The healing value has increased. Damage from the Black Dragofire and Red Dragofire spells has been reduced. Black Gobball and Gobball: The recast interval for the Gobball Attraction spell is now shared between all the Gobballs. The range is now 6. The attraction value is now 5 squares. Damage from the Contusion and Gobball Bite spells has increased. Crackler Punch: the range becomes 2, 2, 3, 3, 4 and 5 at levels 1, 2, 3, 4, 5 and 6 of the spell. High-Energy Shot can no longer be cast during the first turn. Eliotrope The Bullying spell can no longer be cast during the first turn. Eniripsa Stimulating Word: the spell no longer increases the value of healing received. Thunderous Word: The range becomes 3, 3, 4, 4, 5 and 6 at levels 1, 2, 3, 4, 5 and 6 of the spell. The spell now requires a line of sight. Puzzling Word: the damage and healing values have been reduced. Turbulent Word: The spell no longer pushes away. Damage has increased. The damage is now a health steal. Feca Gravitational Glyph: The recast interval becomes 7, 7, 7, 6, 6 and 5 at levels 1, 2, 3, 4, 5 and 6 of the spell. Minimum range becomes 0 at all levels of the spell. Maximum range becomes 0, 1, 2, 2 at levels 1, 2, 3 and 4 of the spell. Sadida Natural Gift: The recast interval becomes 3 at all levels of the spell. The healing value increases at all levels of the spell. Sacrier The Pain Shared spell can no longer be cast during the first turn in the game. Spell Animations Spell animations and graphic effects for the Cra and Feca classes have been improved. Dungeons Tal Kasha: The Rise and Shine, Contract Killer, Elitist and Unpredictable challenges no longer appear against Tal Kasha. The Nahuatl Idol is now incompatible. Wurmlord: The Djim Idol is now incompatible (it makes combat impossible). The Stapleworm of Gyroskopik spell no longer causes display problems in the remaining AP. The conditions required to open the Lair of the Giant Kralove no longer require characters of specific classes and genders (however you still need a team of 48 different characters). Monsters Monsters using class spells now have specific spells (to reduce spillover effects when the class spells are changed). The functioning of the Khepricorn monster has been improved and it now uses its spells in a more pertinent way. The Beeteloot monster no longer recasts the Bulking Up spell at every turn. Achievements Two new Achievements have been added to the Dopples category: Ouginak Dopple and Ouginak Challenge. The meta achievements, Take 'Em All and Happy People have also been updated with the addition of Ouginak Dopple. Closing the Achievements interface after consulting an Achievement and then opening it again, no longer causes black stripes to appear in the interface. The level required to complete the Cursed achievement, has been reduced from 200 to 190. Achievements that require you to make Kwismas Gifts are correctly validated when several gifts are created simultaneously. In the Achievements interface, when search results are displayed, it is now possible to show or hide the unlocked Achievements. Quests The Ouginak Dopple has been added to the list of Temple Dopples to fight on the An Excessive Baker's Dozen quest. A new Ouginak Dopple hunting quest has been added. After visiting Astrub on the request of Adviser Arky, young Ouginaks can complete a new quest given by Sally Combhum. Once the End of the Tunnel quest has been completed, adventurers with sufficient experience have the option to move between the area around the Ouginak Temple and the Gorge of Howling Winds. Soft Water or Hard Water quest: this quest is now correctly validated when the character hands over the Strange Water Sample and turns down Carlen Rick’s offer. Characters that have completed the quest without receiving their reward can obtain the kamas and resources owed them by talking to the NPC Carlen Rick again. A Draconian Remedy quest: it is no longer possible to obtain the Bworker Prismatic Token several times. Talking to the NPC Krowbe Jondon allows you to delete useless prismatic tokens at the end of the quest. Devotion quests can no longer be started by non-subscribed characters. In The Polly Reece Effect quest, the recipe for the Unspeakable Mixture changes from level 200 to level 1. In The City of Trouts quest, obtaining Sandworm Entrails on Grade 5 monsters was not automatic: this problem has been corrected. When you open a game in the quests interface for the first time, the objectives validation status is displayed correctly. In the quests interface, the objectives for repeatable quests already completed at least once, are no longer shown as validated. In the quests interface, unvalidated quest objectives are no longer shown as validated after the client cache is deleted. In the quests interface, the "Search criteria" button now works correctly. In the quests interface, the buttons to open NPC dialogs are no longer layered up in the interface’s scroll bar. Repeatable quests are no longer displayed in duplicate in the quests log when they have been started again. Treasure hunts The direction arrows shown in the treasure hunt interface are now displayed more quickly after validating a marker or a stage. Haven Bag In Haven Bag customization, it is now possible to make a haven bag accessible to friends and/or guild members. In the list of guild members and friends, an icon is now added when the character has granted permission to access to their Haven Bag. Clicking on this icon allows them to open the player’s Haven Bag. Renaming Characters It is now possible to enter the same name as used previously when using a name change potion; a new name change potion is then added to the character’s inventory. Be careful though, the credited potion is linked to the account for 62 days. This change allows you to test the availability of a character name before changing it and cancel the renaming request. A name change ordered by a moderator is always strictly obligatory and does not give the right to a potion credit. In the character creation interface, during a renaming, a button has been added to make it possible to reinitialize the text field and to display the initial name again. Tutorial Equipment obtained during the tutorial can be correctly equipped via the contextual menu. In the tutorial, the arrow showing the Idol to be equipped is no longer displayed after the Idol has been equipped. During the tutorial, an error message is no longer displayed if you are disconnected due to inactivity. The arrows now point to the correct elements when the Level Up interface and Death of a Character interface are displayed. The positioning marker glued to the Poutch is moved one square so that the character doesn’t get locked during the tutorial on combat movements. In the tutorial phase explaining combat movements, the square just in front of the character is now indicated by an arrow. In the tutorial phase explaining how to cast a spell, the arrow points correctly to the second spell in the shortcuts bar. The Quest Log link in Master Attwerk’s dialogs, correctly makes an arrow appear indicating the icon to open the Quests Log. Optimization and performance The arrival and departure of characters or entities on a map has been optimized and no longer causes client lags. To improve performance, animations associated with map exit markers are no longer played simultaneously. Miscellaneous A superior-grade Poutch Ingball monster has been added in the Amakna village Kanojedo. The respawn time for the Poutch monsters in the Amakna Kanojedo and the Vigilante Base is decreased. An icon has been added to the world map to indicate the portal position that allows you to enter the tournament arena (en [-6, -12]). The Goultarminator zone has been renamed: it is now called the Goultard Arenas. The commandments of the Ouginak god and the Ouginak class book can be consulted in the Watchdog Coast Temple on Ohwymi Island. Unsubscribed characters can no longer use the entrance located in the Amakna Castle Gobball Breeding Station sub-area. This avoids people getting trapped on arriving in the Amakna Castle Tunnels sub-zone. It is no longer possible to throw kamas in the trash, even if it is dirty money. Characters with a level below or equal to 5 can now talk on the general channel if they are on a prison map. It is no longer possible to move when transformed in tombstone mode. When the connection fails at the first port tested, the attempt to enter the next port will lead to direct entry into the game without having to choose a character again. Limitations are added to the number of messages one can send within 24 hours. These limitations are different for subscribed and unsubscribed accounts. They are not applied to the Guild, Alliance, Group, and Team chats. These limitations are there in order to control the impact of the massive “flood” generated by some accounts (whether they are subscribed or not). The maximum values that we have set up could be adjusted in the future depending on community feedback. We intend to make these limitations inconsequential to “normal” players.
  7. Before you dive in oysters and chocolate, let's briefly review the year 2016. Tot also takes the opportunity to give you a brief overview of 2017. In short, because all the details will be given to you in Gamakna! Good evening everyone, I hope you are well and that you are already planning to enjoy the end of the year. First of all, I would like to apologize for one thing: we promised you more communication and exchanges and I know that in recent months we have not fulfilled our commitments. The reasons are as many as the projects we have to manage, but in reality there is no excuse to have. So I'm sorry about our lack of feedback on some topics and I hope to catch up with this "intermediate" topic. It is not a true "letter to the community", but it will look a bit like it, from a distance, in the mind. I promised you something great at the end of the year to replace this famous letter to the community, and I am sorry to say that this will not happen until early January. But wait is worth the candle because it is unheard of for a studio ... Well, ok, I may add a little to put pressure on the team, but for us it's still one of the major subjects of 2017 and I will talk about it in more detail a few lines below. To close this little introduction, know that I will also take the opportunity to make a point with you on the premise of what 2017 will be in terms of content for different games. I want to make it clear that the lines are drawn but nothing is fixed. So here is the opportunity to gather your informed opinions (do not hesitate to leave us comments). GAMAKNA: The interactive magazine As I told you a while ago, we've been working a new way to communicate with you, more pro, more efficient, more complete, more regular, more full of things. It bothers me deeply because I wanted it to be Ankama's "Christmas present" to Ankamians, but the project is so big we're going to be late. The idea is to make a virtual magazine bimonthly decorated with a few exclusive series. We have invested in a rather incredible solution that will allow us to present our concepts and productions in the form of texts, visuals and videos. The images can be fixed, animated, interactive... We have a lot of possibilities. On the other hand, we just do it, we test the project so do not expect to have all this in the first issue. But gradually, we will try things. Until even maybe place small games in it. The whole will therefore be as playful as instructive and available as well on computers as on mobiles and tablets. You will discover below some visuals of the work in progress but in general, imagine the Dofus Mag which comes back to life, free and full of information about all the projects of Ankama. As I wrote above, a few exclusive series will highlight the news. For example, we are already planning a special one for Krosmoz E-sport and another on Krosmaga. The advantage of this project is that it fits our relationship with you and that it excites (in the right way) everyone in-house. KROSMOZ 2017: Our thoughts E-sports / Ouginak class / Level 200+ / Server merging / ... As every year, we have a global theme for all games related to the Krosmoz universe. The year 2017 will be based on the "Brotherhood of the Forgotten" in relation to season 3 of the WAKFU series. Whether it is Dofus, Wakfu, Krosmaster or Krosmaga, we are going to have updates that speak of this group of characters that has been raging for centuries in the universe of Krosmoz. The other more "functional" theme that we will develop is that of E-sport. It's been a while since you've been talking about it and we're going to do everything we can to develop that part as it should. We will give you details very soon on all this. DOFUS 3 Thread regarding Dofus 3. (New Dofus 3 artwork) We announced to you that the video of the conference on Dofus 3 would be available... I regret to announce that our friends of the TGS can not provide it to us (I fear that the reason is "we forgot to record", so the subject is avoided). But it does not matter, we'll do another :). Concerning this project, I would like to share with you the development and the decisions that we will take. With a little distance and following the first exchanges with you, we decided to use Unity as main technology rather than HTML5 as with Dofus Touch. This will lead us to a longer production, but will allow us much more graphic flexibility. You will have access to the video presentation of the project in the 1st issue of the Gamakna and a dedicated forum will open its doors in the stride to start sharing our tracks with you. KROSMAGA The last one of the studio is like a charm. The baby is well arrived, the dads and the moms are tired but happy. While the game is in beta, you are already more than 40,000 to have tested it and, quite crazy thing, we turn to 15,000 distinct players not day. We take the opportunity to announce that the very first official tournament will be born in January! The game will be released in official version in the first quarter of 2017 on mobiles with its arena system and its first dungeon. I also take advantage of it to thank all alpha and beta testers (except those who roll me on without shame). WAKFUNDING and WAKFU Season 3 Thank you once again for your tremendous support during the Wakfunding. The series is progressing well and we are at 6-7 episodes produced. Maybe I miss a step back, but in terms of animation series, I think we have here our most impressive work. It's beautiful, it's beautiful and beautiful! Even if the writer (me) has not written any stuff for it, at least you will have beautiful pictures to put you under your eye ^^. Good news, we got the agreement of our partners to present the first episodes in preview on some events. And this will be done in January / February for the lucky ones. The series has taken a decidedly more adolescent-adult turn, I hope you like it. In any case, we look forward to your feedback. And personally, I can not wait to see our torturers-critics-background understand that "everything was planned". PRINCESS DRAGON: The top secret project we won't say much about Well... I'm not telling you anything, I'm just showing you a little visual. It is a film project that we develop "underwater" with JJ, my pooch pooch. After the non-success of the film DOFUS - Book I: Julith, we launched a pre-production on another feature. History to forget depression, misunderstanding, sons of criticism... Finally story to change ideas. The project is definitely for children with the idea of going through the classic channels of production (understand: "lower our standards because we took pride on the first film" :)). It's a story we've been developing for a few months, and I'd like to talk to you a lot, but JJ does not want me to show you more than one image. He doesn't mess with people. We won the right to present the concept to the Cartoon Movie in March and we will tell you more based on the returns. If you're interested, obviously. Bah, at least in the meantime it will make you a beautiful wallpaper: Meetups: Another very important point of next year is our willingness to meet you to do stuff. We have somewhat calmed the salons in the last two years, but with the idea of organizing more competitive events we will resume our tours. We are selecting a series of events, if you have any in mind, do not hesitate to let us know. Final words: I suggest you continue the discussion with me on the forum to answer your questions. It's time to enjoy it, I have a week of holidays and I risk getting bored. In any case, I wish you all a very good holiday season. Krosmozment, Tot Click here or scroll down to read further.
  8. Hello IV, I want to share some information that not many of you may know but could really help a ton and thats how to play Dofus on your Iphone/Ipad/Tablet! Step1. DOWNLOAD Puffin Browser Step2. Enter this link: http://dl.ak.ankama.com/games/dofus2-streaming/release/DofusLoader.html?lang=en Step3. Log in and enjoy! It may be a little laggy and all but that's because Dofus browser version is still in Beta. Works pretty well for me and it's what I'm going to use for a while until I get my computer back.
  9. Selling Dolmanax for 20m, can nego a bit :) PM me in-game Phreed or reply
  10. Hi everyone, I'm here today to talk about the new forum section "Dofus Lab". This section is meant for developers to share ideas and possible projects with the community. Depending on the feedbacks they might be implemented or not. But what is the 1st feature that is gonna be presented ? Exploiting the black parts on the right/left part of the game window and fill them. What they have created is a system that displays part of the adjacent maps on the black parts, it doesn't show players nor mobs from the adjacent map. Only the graphics ! This functionality is hard to implement since some maps don't exactly fit with adjacent maps (because of some elements, shading, lights, etc...). For now they implemented it in Incarnam and Astrub. The game experience is still the same but visually the maps will be prettier and in a "fake" 16:9 format. This functionality can be tested on Dofus Beta just after the livestream on http://www.twitch.tv/dofus_en at 5pm on the 24th of February. Clicking the new : button on the Beta server. to the english topic : http://forum.dofus.com/en/1118-dofus-lab/321654-welcome-lab
  11. Hello everyone! I'm Caps, I've been a lurker on Imps for some time now. I'm fairly active on the OF, but the OF is not very active with me - my current art thread there does not get a lot of traffic, which means I'm usually forced to re-edit new art onto my last post. This turns into a cycle of invisibility for my drawings, which is only acceptable for my drawings of Srams. It's discouraging! Also Nerodos gets mad because sometimes I post on the wrong account I'm sorry mushroom man I love you So now I'm here to share some of my older drawings (for now) as well as my new work (hopefully for some time to come)! Solar players may recognize some of the following hot bods, since I like to jump people at Astrub Zaap, paintbrush in hand. I'll also take this opportunity to plug my Twitch, Deviantart and Tumblr. And without further ado, here's my art dump! My Sram! Most important. The six Multimen, Scale's legs are goals A dear friend and beast Sacrier An edit of The Creation of Adam, featuring two of my friend's characters and misc. guild members A dumb comic about my rogue started in a delusional fit of grandeur (but never continued) Queen of Thieves! Only took 5 years off my life making this, no sweat I'm also looking in to formally opening commissions, as I just completed my first actual, paid project and it went really well! Below are some examples of avatars I've done (mostly for myself, I'm vain like that), followed by some sketchy doodle stuff and my three largest pieces (including a full-on wallpaper). That's all I've got for you for now, but I have great plans for the holidays mostly involving a lot of self-serving artwork. Or commissions! (hopefully commissions) If you've got any comments/critiques/questions please fire away, and thank you for reading!
  12. B> Cloudy Dofus 75mk Pm me in game: Caitir
  13. You wanted it? Well, here it is! The old version of DOFUS, the infamous Version 1.29, as specially requested by some of our more nostalgic players, is now available to all subscribers. As you may know, there are already two 1.29 servers, Eratz and Henual, that, until now, have been reserved for the Hispanic community. Historically, we kept them so we wouldn't be unfairly disadvantaging our Latin American players, whose computers may not necessarily have been able to keep up with the performances required to enjoy DOFUS 2.0 to the fullest. Now, we have decided to open these servers to all our communities, on one condition: you must be subscribed. But... why? The desperate pleas of our more nostalgic players got the better of us! If we were going to bring back Version 1.29, we decided we might as put it face to face with our new update, which represents one of the biggest changes in the game's interface and design to be seen in many years: Update 2.36! We hope this will show our most dedicated players that we have really, REALLY improved over the years. We understand this desire to return to a simpler time, to once again get caught up in this blast from the past... but you may be deeply disappointed to discover that you've been looking at the past through rose-tinted glasses. In fact, this release will prove definitively to anyone having doubts that it wasn't better before, but that... it was good at the time. This decision was also taken in the best interest of our communities, both in terms of equality and security. As some countries still need to access these servers, we've decided to offer the same opportunity to all our players, without them having to resort to using a VPN and, in doing so, risking the security of their account. A trip back in time... ... that has no future! In fact, this retro version of DOFUS is a bit like trying to revive a Pandawa the morning after Saint Potrick's, so don't expect too much! Since this version is frozen in time, there are certain services it doesn't offer: No support (except in very specific cases) No updates No services (like color changes, server transfers, etc) No recurring in-game events like Kwismas, Vulkania, and Al Howin (and therefore no special events either) Error messages and bugs that are still there and will stay there forever, perserved like a Moskito in amber. Subscription gifts cannot be sent to the 1.29 server (but they can still be sent to the current version of the game) To be brief, this internet re-release is simply a small token for our more nostalgic members who want to wander misty-eyed through the World of Twelve of their younger days. But that's it! So, if you want to have an enjoyable game experience on these servers, it's up to you to take care of them. How do you access them? You'll need to have a certified account (see Ankama's account certification procedure). Be subscribed Install the DOFUS 1.29 client ... that's all there is to it! If you run into problems or have any questions, please read the FAQ on the DOFUS forum. Click here to download the game.
  14. Hello I wanna make myself a solo class for 1.29 Dofus and I'm not sure which one should I take and I don't wanna start switching classes later on. I was thinking of making Enutrof or Ecaflip; Enutrof because of his loot drop rate and Ecaflip for his generally good output damage and range but I'm more leaning to Enutrof drop but I'm open to any ideas for any other class. Please help and thank you in advance.
  15. Hey, i woudl like to buy Dolmanax, my price 18 mk. Contact with me here or in game nick Alcedi.
  16. In the 2.40 update, we decided to improve the bonuses given by the eight Dofus to make them more competitive with the trophies. Our main goal is to succeed in better differentiating the bonuses of the Dofus and the trophies so that each of the items will have their place and not have a competing item which is unequivocally more powerful. We think that the system is much richer and more interesting if the Dofus, like trophies, can be combined and chosen depending on the objectives chosen by each player. So in the majority of cases, we've concentrated on adding unique effects that are triggered during combat when certain conditions are met (as for the Turquoise Dofus, for example). These effects generally require that the player adapt their playing style to take advantage of them. They can also be countered by opponents if they adapt their playing styles in response. Ochre Dofus This Dofus keeps its fixed 1 AP bonus, but also gains an extra 1 AP bonus if the character hasn't suffered damage since their last turn. This extra combat bonus is not subject to the limitation of 12 equipment AP. This ability makes the characters who successfully protect themselves from damage (or who are rarely priority targets) more dangerous, but can also be countered by opponents damaging the Dofus bearer each turn. The way to get the Ochre Dofus is slightly changed in 2.40, because soul stones for capturing monsters will no longer be provided by the quest. Soul stones must be crafted, or purchased from other players. We're making this change because a substantial part of the soul stones used in the game come from remainders from the Ochre Dofus quest, and we would like to progressively revalue the use of Kolossokens. The Lair of the Giant Kralove's opening has also been changed in version 2.40: the 48 slabs to be activated will no longer have class or gender criteria. So you "just" have to bring together 48 different characters who have access to Otomai Island and get them onto the 48 slabs. Crimson Dofus This Dofus keeps its current bonus of 80 Power, and the character gains 1% damage for 1 turn each time an enemy attacks from a distance [attack from enemy (is)suffered from a distance] (bonus can stack 10 times). This ability lets characters who manage to stay far from their enemies increase their damage but opponents can counter it by staying close to or avoiding distance attacks against the Dofus bearer. Emerald Dofus This Dofus keeps its 200 Vitality bonus and the character gains 10% of their Health Points as shield points for a turn if they finish their turn in contact with an enemy. This ability rewards an offensive, close-range use of the Dofus. Opponents can counter it by being sure that the Dofus bearer can't reach them. Vulbis Dofus This Dofus keeps its 1 MP Bonus and the character gains 10% more damages if the caster has not suffered damage since their last turn. This ability makes more dangerous the characters who successfully avoid being targeted, but can also be countered by opponents damaging the Dofus bearer each turn. Abyssal Dofus The functionality of this Dofus has been completely reworked, and now offers a 1 AP bonus if the character is in contact with an enemy at the start of their turn and 1 MP bonus if they are not in contact with an enemy at the start of the turn. These AP and MP bonuses are not subject to the maximum AP and MP equipment restrictions. This ability offers a multipurpose Dofus whose bonuses depend on the actions of the bearer and their opponents. Its use can be countered, but the Dofus will provide a bonus in all cases. Cawwot Dofus This Dofus keeps its 60 Wisdom bonus and the character gains 25 AP Dodge for 1 turn if they suffer an attempt to remove MP and they gain 25 MP Dodge for 1 turn if they suffer an attempt to remove AP. These two bonuses do not stack (an AP Dodge bonus replaces the MP Dodge bonus, and vice versa). This will make it more difficult to simultaneously limit a character's AP and MP. In certain situations, it may be a good idea to remove AP or MP from an ally possessing this Dofus in order to give them a temporary AP or MP Dodge bonus. Watchers Dofus The way this Dofus works has been changed. It now lets allies in line with it at the beginning of the turn regain 7% of their Health Points (previously, they had to be in contact with the Dofus bearer). Ice Dofus This Dofus doesn't have an equivalent and competing trophy, but we still want to reinforce its use. Its damage bonus has therefore been changed from 20 to 25. Other Dofus We feel that the other Dofus are sufficiently balanced and used, so we are not currently planning to modify them. Turquoise Dofus: there is no equivalent trophy and we feel that guarantees it a place and sufficient interest. Dolmanax: it remains very powerful, considering its prerequisites and additional bonuses given by its characteristics, and has no equivalent among the trophies. Dokoko: there's no equivalent trophy, and its healing capacity is unique enough to guarantee it sufficient utility. Kaliptus and Grofus: these two Dofus have a unique Prospecting bonus that isn't present among the trophies, and they're stackable. Dotrich: no change will come to this particular Dofus. Cloudy: there's no equivalent trophy, and it is still sufficiently powerful. Dofawa: one day, this Dofus will be changed, and it will change your character's words so that every "Dofus" becomes "Trophus". Q & A Are you planning to create distinct slots for the Dofus and the trophies? A system in which the Dofus and the trophies have their own unique slots seems less interesting because there would be less choice than the current system (there aren't enough different Dofus). The current system offers a considerable number of viable combinations of trophies and Dofus, and it makes it so the player must choose. It's the compromise that seems most interesting to us. Do you plan to create a set bonus with the Primordial Dofus? Sets provide an extra bonus when certain items are equipped at the same time. This could reduce the number of viable choices for players, because the loss of the set bonus is generally such a penalty that it discourages the use of other, more diverse, items. The number of combinations of viable items is often reduced by the mere presence of set bonuses. This is the reason that we, for several years, have reduced the maximum size of sets and released trophies which offer greater bonuses to characters using few set bonuses. So we are not planning on adding a set bonus for the Primordial Dofus; we don't want the combination of several Primordial Dofus to be categorically more powerful than other combinations of Dofus and trophies. When will you add new Dofus? A new Primordial Dofus with an unprecedented bonus will be added in 2017. The reunification of the Primordial Dofus is coming…
  17. Sell Crimson Dofus 9mk, Turq Dofus 9 mk, <---- SOLD Dolmanax 19mk. Please pm me in game. Nickname: Caitir
  18. Im looking to sell both my turq and crimson dofus for 10mk a piece, you can check my merchant, message me on imps or pm in game @ /w Amosharbingerofpower. :b
  19. Hey guys recently started playing again and wondering if I should try out dofus touch is it worth it :D?
  20. Selling cloudy dofus's about 70mk each price non negotiable pm phexii ig not to be mistaken with the sac phexi.
  21. Cawwot Dofus: Guide Table of Content: Introduction Preparation Navigating Wabbit Island List of Required Achievements and Quests Introduction Update 2.14 brought a new way of obtaining Cawwot Dofus. Gone are days where you had to run Wabbit Castle three times to complete Wa Set and then run Cawwot Dungeon to finally discover that you rolled a +7 wisdom Dofus. That is, if you had luck on your side and Wobots didn't one-hit you on a critical hit. No, sir! Although you still need to run two dungeons, you only have to do each of them once. You also need to do some quests beforehand. At least the reward for your troubles is a guaranteed +60 wisdom Cawwot Dofus. And in the meantime you will get some cool new emotes. Plus, you might drop couple of Cuwsed Cawwots, which will provide hours of entertainment at Amakna Village zaap. Let's get started! Preparation Access to Wabbit Island Wabbit Island (which, technically, is an archipelago) is separated from Amaknian continent by a body of water. Swimming ain't gonna cut it, so if you've never been there before, you have to talk to Lily in Madrestam Harbour at [9,-2]. She will take you on her ship to Wabbit Island. Immediately save the zaap at [25,-4] so future visits will be easier. At first you are restricted to a small portion of the first island. If you try to cross the gates at [24,-4] you will get a message that only valiant people can access it. The solution is simple: you need to obtain Wabbit Potion, which is a cure for myxomawosis (it causes swelling around balls; I am not kidding). You might already be in possession of said potion; if not, take one pair (x1) of each Blue, Red, Green, and White Scaraleaf Wings to Otomai's Assistant at [-2,-4]. In any case you also need to talk to Fixou the Foux to validate quest Finding Wabbitland and fully unlock the whole island. Access to Cawwot Quest Cawwot Dofus is now obtained through achievement The Empawow's New Cawwots. In simple words you have to fool Cawwot guardians into thinking you're a true Wa Wabbit. To do this, you need to wear full Wa Set (crown, cloak, and staff). Each piece is craftable by respective craftsmen (six slots, so at least level 60). You have to wear it both before entering the dungeon Wa Wabbit's Warren, and before talking to NPC at the end of dungeon (after defeating Wa Wobot). If you have old, pre-2.14 Wa Set (the one that gives only vitality), you don't have to craft a new one; it will work just fine. This achievement is obtained during the quest Egg or Cawwot. To unlock it you have to do a whole chain of quests: starting in Incarnam, continuing in Astrub and Pandala, and finally finishing on Wabbit Island. It might seem strange and unnecessary at first, but this quest chain follows a coherent and logical plot of introducing new adventurers to the world of Dofus and the Dofus eggs themselves. In the past, it was possible to do Astrub quests independently from Incarnam ones. This was fixed some updates ago. So if you already completed Pandala and Astrub quests, you probably can skip doing Incarnam quests. If not, you have to go back and do them. Keep in mind that the quest Journey to Astrub resets saved recall point to your class statue in Astrub. Speaking of which, when you're doing quests in Astrub, buy x10 Astrub Beers from the inn. You will need them later to access Pandala Bridge (if you already have full access to Pandala, you can skip this step). Quests in Pandala send you to conquest villages. Don't worry, you don't have to be in their respective alligment. You only need to speak to the guard in front of the village gates. He will teleport you inside the village to a quest location. You can't leave these buildings in an ordinary way; you have to talk to the same guard inside the building again. He will then teleport you to Neutral Pandala zaap. To solve puzzle during the quest Journey to the Centre of the Wabbit you need three characters who are either at the same step in this quest or have completed it before. Quest Pwince Not-So-Charming has to be completed before Egg or Cawwot. An NPC called Wawitna at [24,-4] gives quest Waw and Peace. It's a standalone quest and you don't need to do it to obtain Cawwot Dofus or any of Wabbit Island achievements. You can find a full list of all required quests in a section List of Required Achievements and Quests below. Navigating Wabbit Island All monsters on Wabbit Island are aggressive (range of one cell). In addition, several maps (notably on Gravestone Island) have holes in them. If you fall down you will end up underground - walk through several maps to reach a ladder leading to the surface. The islands are connected through a web of underground tunnels. You also have to use them to reach places on the same island which are inaccessible from the surface. Consult a map below to find your way through the island. If you want a more detailed map, which shows all possible tunnels, click here (Courtesy of JeuxOnline). If you are still confused and lost, check out this French website where you can find meticulous screenshots of every Wabbit Island quests (Courtesy of Dofus pour les Noobs). Underground passage at [23,-7] features completely dark room. Stepping on a wrong tile makes you fall down and start all over again. Bottom exit leads to overground parts of the island where you can find one of key keepers and the last cawwot from quest Smells Like Cawwots. The top exit leads to an NPC Wob who updates quest Houston, We Have a Pwoblem and exchanges 100 cawwots for a Cawwot spell. Consult a map below to ease your pain (Courtesy of winged-one). List of Required Achievements and Quests Learning Stages - main Incarnam quests Follow Your Path On the Trail of the Dofus From Nhin to Nhin Life After Death The Relics of Setsun The Relics of Ryzsun Journey to Astrub A Dream Disciple - main Astrub quests Discreet Arrival Remarkable Advice Class Quest Devotion Quest Astrubian Rumours Nowa's Ark In Search of the Missing Enus Main Pandala Quests Pandavignon Pandala: An Island Unlike the Others Mysteries in Pandala (if your character class is Pandawa) or Pandala: Its Goddess (any other class) Pandala: Its Villages Pandala: Its Fresh Air Cunning as Lenald - quests featuring Fixou the Fox Save the Species (screens, in French) Make Love, Not War (screens, in French) Smells Like Cawwots (screens, in French) Houston, We Have a Pwoblem (screens, in French) The Gastronomic Art (screens, in French) A Culinary Expedition (screens, in French) Journey to the Centre of the Wabbit (screens, in French) Pwince Not-So-Charming (screens, in French) A Bogus Wa - quests featuring Wanald the Wise Lenald In Never Wains But It Pouws (screens, in French) The Wa Castle (screens, in French) Egg or Cawwot? (screens, in French) This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
  22. Selling: - Ochre Dofus (29m) - Dolmanax (20m) - Ice Dofus (20m) - Turq-/Crimson Dofus (8m) - Cloudy (68m) Got a few unlinked today so let me know asap while I have 'em. (Available on imps or in-game on Thefoq or Thefook, prefer imps for now since busy with Clash of Guilds)
  23. Ok... so I'm dual-booting WIndows 10 and Ubuntu 16.04 now, and I want Dofus natively installed on Ubuntu. When installing, the uplauncher said it was downloading adobe air, and that the installation of it failed. It then continued to install Dofus, but it doesn't work because I don't have adobe air. So, I did what it says here: http://forum.dofus.com/en/4-problems-solutions/213918-tutorial-how-install-dofus-ubuntu And it didn't work. I got air from this link for the purposes of those instructions: http://airdownload.adobe.com/air/lin/download/2.6/AdobeAIRInstaller.bin When executing the bin file through terminal, I get this message: sommanker@sommanker-GS40-6QE-Phantom:~/Downloads$ ./AdobeAIRInstaller.bin /tmp/air.tWt6wK/setup: error while loading shared libraries: libgtk-x11-2.0.so.0: cannot open shared object file: No such file or directory And then nothing happens. How do I get it to work? Thanks. EDIT: Note that I was launching Dofus through the transition executable in the transition folder after unpacking the .tar.gz file downloaded from the official website.
  24. From today, you'll no longer hear "Have you got one? Do you know where I can find one? I've been looking for days, I've had enough", but rather "What rank are you? Which god did you take?" And that's because the doors of Krosmaga Beta are now open to everyone! But what is Krosmaga? If you haven't had the chance to test the game out, and you want to see what it looks like before jumping in sword blazing, here's a preview: Krosmaga is an online collectible card game where you embody a god! In your hands, you'll have colossal power, be able to cast spells and to summon creatures. The aim in each match is to capture your opponent's Dofus while protecting your own. Needless to say, you'll need to use strategy. To learn the game's basics, have a look here! Next stop, the open Beta! Gone are the days when you searched for Beta keys at any cost! From December 12th, you can access Krosmaga in total freedom. To properly celebrate the event, we've got a gift for all our players on all our games worldwide: a Gold Booster! Enter the code KROSMAGABETA on this page and unlock 5 cards in Krosmaga, including at least 1 Infinite card – one of the rarest cards in the game*. What's more, if you reach at least rank 6 in Krosmaga and you play DOFUS, DOFUS Touch, WAKFU or KROSMASTER, a surprise awaits you directly in-game: In DOFUS, the Duelist Emote In WAKFU, the Mystery Card Emote In DOFUS Touch, the White Ninja Set In KROSMASTER, the Season 4 Krosbox Duelist Emote (DOFUS) Mystery Card Emote (WAKFU) White Ninja Set (DOFUS TOUCH) Season 4 Krosbox (KROSMASTER) Jump right in: the Alpha and Beta testers are waiting for you no matter what! Don't hesitate to interact with them, whether it's on the game forums or on the Facebook and Twitter accounts. Moreover, if you're one of the first people to have tested Krosmaga, we're getting a little gift ready for you, to thank you for having helped and supported us throughout the Beta phase. It'll most likely appear early next year! Click Here to Download Krosmaga (Android) * Valid once per account; all you need is an Ankama account to activate it!
  25. As you already know, after two seasons and three special episodes, the WAKFU series is back for a third season. We're on the right track to thrill you with visual delights and stories that warm your heart, but there's still a long way to go. As usual, we've been looking for a solution that's a little more off the beaten track... Fully financing an animation project without compromise is a real struggle. Finding the right partners, discussing with them, trying to convince them and tempering the changes they would like to make takes time. On the other hand, we do have one solid pillar: Our community. You like what we do, the way we do it, and we already have your support. Who better to form a partnership with than you? The WAKFUNDING concept As we've already said, progress on WAKFU season 3 is coming along well. But if we want to maintain the same level of quality until the end, we need to find some additional funding... So, how can we continue this project with the same ambitions and freedom, counting on you, BUT without asking you to contribute more than you already do on a daily basis? The answer's simple. WE'RE the ones who are going to offer you even MORE! How about if we offer you some new items and packs? And what if these exclusive items and packs finance our latest ambitions for WAKFU season 3? Whether you play DOFUS or WAKFU, or you're simply a fan of the series, the aim of Wakfunding is to establish a privileged exchange between YOU and US, to build something together, and for everyone to come out a winner. Every Thursday throughout November, we will be offering you new items and packs. Treat yourself and enjoy the satisfaction of knowing that you're contributing to the creation of your favorite animated series! And that's not all! Everyone who contributes to Wakfunding will get digital bonuses from the series in December: Kim Etinoff's presentation: Creating season 3's characters (French language, with English subtitles) Vincent Lamassonne's presentation: Season 3's backgrounds (French language, with English subtitles) Season 3 concept art collection Background pack THE IN-GAME OFFERS OF THE WEEK Below, you will find details of the offers of the week in your game: Drhellakna Petsmount Experiment Emote Otomai Fatal Blow Sadida King Shield Available until Thursday, November 10 2016 For more information, go to the Wakfunding page. Come back next Thursday for new content and packs! ALL THE SERIES ONLY OFFERS Now in the Ankama Shop What if you're not a player, but you still want to play a part in the series' creation? No problem! Two new packs of items and goodies inspired by the WAKFU series are now available* in the Ankama Shop! WAKFUNDING fan pack: €44.90 (limited to 500 copies) A Tofu plushie A Gobbowl plushie A double card allowing you to get the Shushivin Hat for DOFUS and the Dragonic costume for WAKFU A Krosmaster pack including the figures of Yugo, Remington, Ush, Maskemane, Percimol, and Atcham from the WAKFU, the animated series special episodes. WAKFUNDING sponsor pack: €199.90 (limited to 150 copies) A Tofu plushie A Gobbowl plushie A double card allowing you to get the Shushivin Hat for DOFUS and the Dragon costume for WAKFU An original illustration (a genga) from WAKFU, the animated series season 1 or 2 (non-contractual visual, the actual illustration that will be sent to you will be chosen at random) A Krosmaster pack including the figures of Yugo, Remington, Ush, Maskemane, Percimol, and Atcham from the WAKFU, the animated series special episodes And last but not least, a reedition of the 22cm high resin Percedal figure! Treat yourself while contributing to the financing of the 3rd season of your favorite animated series! For more information, go to the Wakfunding page. Come back next Thursday for new content and packs! *Please note: the WAKFUNDING Fan and Sponsor packs will be sent in March, 2017 WAKFUNDING FAQ Here are some answers to some of the most frequently asked questions we've seen over recent days about Wakfunding: How is the financing for season 3 different? Starting production for season 3 took an enormous amount of effort. For reasons relating to orders and budgets, this season only has 13 episodes. The two distributors who pre-ordered the series from us are Netflix and France 4. As France 3 is no longer involved, the allocation we receive from France Télévision Group's budget is twice as small, for a season that has to be two twice as successful, technically speaking. Luckily, in France, we can receive assistance from the CNC, but this is dependent on the amount of money invested by distributors. The higher the budget, the more assistance you can get from the CNC. As it stands, the financing we receive from the distributors is too low, and we could potentially not be able to receive this assistance. We therefore find ourselves in a situation where, to continue our series, we have to find alternative solutions. Wakfunding's aim is to achieve the following points: Complete these 13 episodes with the quality they deserve; Prove to the CNC that our series receives sufficient funding to be eligible for assistance; Find out if a system of this type could be used to finance the next 13 episodes. How is WAKFUNDING coming along after the first two weeks? Up until now, it's looking pretty positive! Above all, we want you to know that we're staying level-headed about this. We've always been aware that it would be difficult to raise the remaining budget for season 3 in one month. Nevertheless, we can see that the community is reacting very positively and showing a lot of enthusiasm, which gives us hope for the future. It's still too early to proclaim a victory, but up to now, players are answering our call for help, and there's every chance that we might be pleasantly surprised. Why not put the season 3 Blu-Ray box set up for pre-order? The Blu-Ray will be produced by the France Télévision group. For the time being, we don't yet know how many copies there will be, or what languages will be included on the disk. What's more, we still have to sign international distribution agreements, which can limit our room for maneuver with regards to shipping the Blu-Ray to certain countries. Wakfunding is an international project, but we don't have enough visibility to be able to commit to shipping the Blu-Ray on a global scale, and we don't want to have to back out of our promises. Don't worry, though, the series will be internationally available via other channels, starting with Netflix. The series will be localized depending on the geographical distribution zones.